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[CP] DOOM - Glory Kill (JecsTools)

Rip and tear until it is done.

Non-standalone version that works with other ability mods I.E. Rim of Magic and Star Wars: Force Abilities

Now using JecsTools as a dependency, this should make the mod more compatible with other mods that also use JecsTools ability systems.

Mod summary:

Tear your opponents limb from limb once your pawn reaches 12 melee skill. RIP AND TEAR!
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Takedown mods patched with JecsTools:

Metal Gear Solid - CQC Takedown Mod (Non-Lethal)

DOOM - Glory Kill Takedown Mod (Lethal)

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NOTE: Pawns need to be at least 12 melee to perform a glory kill takedown.

WARNING:
- Careful not to accidentally use it on your own colonist or you will have a rip and torn colonist.
- Mod is highly unbalanced. This mod has no chance of being polished in terms of balancing because of coding limitations.
- Using the ability towards allies will cause zero reactions from them, another coding limitation issue that may be left unfixed.

If you're using this version mid-save, do NOT switch between the standalone version and this JT version. THEY WILL CONFLICT AND CAUSE ISSUES WITH YOUR SAVE.

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I'd like to take this opportunity to thank "An Archie" for fixing these two takedown mods that have been abandoned by the original coder, to make sure it works with other wonderful mods so you can all stay tacticool for future versions to come.

If you prefer the standalone versions, links are here:
CQC Standalone
https://steamcommunity.com/sharedfiles/filedetails/?id=1624550064

Glory Kill Standalone
https://steamcommunity.com/sharedfiles/filedetails/?id=1860589645

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Credits to:
Archie - JecsTools patch, he's fixed this mod to work with other mods that use abilities. Thanks Archie!
LimeTreeSnake - 1.1 update, this mod will not be available for 1.1 without his help!
dninemfive - C# coding
Jecrell - C# coding for this and CQC Takedown, without which these series won't exist